我正在尝试使用Linux上的G 编译我的第一个GL简单程序:
-lxcb -dri2 -lxcb -lm -ldl -lxrender -lxRender -lxDamage -lxdamage -lx111 -xcb -lxcb -glx -dri3 -l -l -l/usr/usr/local/local/local/lim/lib -lxrandr -lxrandr -lxinerama -lxinerama -lxinerama -lxInerama -lxi -lxi -lxi -lgxcursor -lggl -lggl -lggl -lggl -lggl -lggl -lggl -lggl -lggl -lg l -lxilm xcb -present -lglfw -lxcb -sync -lxshmfence -lxxf86vm -lxfixes -lxext -lxext -lxext -lxext -lpthread -lxcb -lxcb -lxau -lxdmcp -lxdmcp -lglew -lglew
lglew
我有一个错误:
graphics/window.cpp: In member function 'bool je::graphics::Window::init()':
graphics/window.cpp:55:32: error: 'key_callback' was not declared in this scope glfwSetKeyCallback(m_Window, key_callback);
我的代码在三个文件中。
main.cpp:
#include "graphics/window.h"
int main()
{
using namespace je;
using namespace graphics;
Window window("just engine", 800, 600);
glClearColor(0.2f, 0.3f, 0.8f, 1.0f);
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
while (!window.closed())
{
window.clear();
if (window.isKeyPressed(GLFW_KEY_A))
{
std::cout << "PRESSED!" << std::endl;
}
glDrawArrays(GL_ARRAY_BUFFER, 0, 6);
window.update();
}
return 0;
}
window.h:
#pragma once
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
namespace je{ namespace graphics{
#define MAX_KEYS 1024
#define MAX_BUTTONS 32
class Window
{
private:
const char *m_Title;
int m_Width, m_Height;
GLFWwindow *m_Window;
bool m_Closed;
static bool m_Keys[MAX_KEYS];
static bool m_MouseButtons[MAX_BUTTONS];
static double mx, my;
public:
Window(const char *name, int width, int height);
~Window();
void clear() const;
void update();
bool closed() const;
inline int getWidth() const {return m_Width; }
int getHeight() const {return m_Height; }
static bool isKeyPressed(unsigned int keycode);
//friend void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
private:
bool init();
friend void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
};
}}
window.cpp:
#include "window.h"
#include <GLFW/glfw3.h>
namespace je{ namespace graphics {
bool Window::m_Keys[MAX_KEYS];
bool Window::m_MouseButtons[MAX_BUTTONS];
double Window::mx;
double Window::my;
void window_resize(GLFWwindow *window, int width, int height);
Window::Window(const char *title, int width, int height)
{
m_Title = title;
m_Width = width;
m_Height = height;
if (!init())
glfwTerminate();
for (int i = 0; i < MAX_KEYS; i++)
{
m_Keys[i] = false;
}
for (int i = 0; i < MAX_BUTTONS; i++)
{
m_MouseButtons[i] = false;
}
}
Window::~Window()
{
glfwTerminate();
}
bool Window::init()
{
if(!glfwInit())
{
std::cout << "Failed to initialize GLFW" << std::endl;
return false;
}
m_Window = glfwCreateWindow(m_Width, m_Height, m_Title, NULL, NULL);
if (!m_Window)
{
glfwTerminate();
std::cout << "Creating window failed." << std::endl;
return false;
}
glfwMakeContextCurrent(m_Window);
glfwSetWindowUserPointer(m_Window, this);
glfwSetWindowSizeCallback(m_Window, window_resize);
glfwSetKeyCallback(m_Window, key_callback);
if (glewInit() != GLEW_OK)
{
std::cout << "Could not initialize GLEW!" << std::endl;
return false;
}
std::cout << "OpenGL " << glGetString(GL_VERSION) << std::endl;
return true;
}
bool Window::isKeyPressed(unsigned int keycode)
{
if (keycode >= MAX_KEYS)
return false;
return m_Keys[keycode];
}
void Window::clear() const
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void Window::update()
{
glfwPollEvents();
glfwGetFramebufferSize(m_Window, &m_Width, &m_Height);
glfwSwapBuffers(m_Window);
}
bool Window::closed() const
{
return glfwWindowShouldClose(m_Window) == 1;
}
void window_resize(GLFWwindow *window, int width, int height)
{
glViewport(0, 0, width, height);
}
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
Window* win = (Window*) glfwGetWindowUserPointer(window);
win->m_Keys[key] = action != GLFW_RELEASE;
}
} }
我真的是初学者,我迷失了方向...您能帮我找到方法吗?谢谢。
使用C 成员函数void key_callback()
,作为C型库库函数glfwSetKeyCallback()
的参数,您应该将其声明为static
,但首先在类声明之外。因此,为您的 window.h 。
class Window;
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
class Window {
private:
// fields here
public:
// other member functions here
private:
friend void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
};
,然后在 window.cpp 中:
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
Window* win = (Window*) glfwGetWindowUserPointer(window);
win->m_Keys[key] = action != GLFW_RELEASE;
}
我没有在这个GLFW库中写过,因此我的答案可能不足以满足您的目的。看看以下问题:指向类是类成员的函数,是否可以将朋友函数声明为静态?